Your game is insane! Amazing what you have done in 48h!
The only issue I had is that I wasn't playing in fullscreen at first and the font is not easily readable. Going fullscreen solved it, however.
Other than that, very good job!
My thoughts during gameplay:
First game: "Ok, let's find those orbs... Oh, can't go there... Nor there... Ah finally an orb! Wait what is that thing near the pillars? It's coming for me! Crap, I died..."
Second game: "Pickup first orb, check. Where is that monster? Nothing behind... This is weird, where did it go? Never mind let's go seek the second orb, but keep looking around for the monster... Second orb in the pillar and the monster is nowhere to be seen... Third and still no sign of the monster... Sneaky developers, they want me to be scared rest of the game but the demon won't appear anymore! HOLY SH**! Here it is again!"
I loved it!
Regarding improvements, most of what I saw has been said, but I will add that the walking sound should stop when walking perpendicular to a wall (I mean pressing forward button but not actually moving due to the wall)
Great job!
Thank you for the detailed feedback!
Regarding the "bug", it was intended as some levels are a bit tricky to pass and I didn't want players to get discouraged. HOWEVER, I didn't think about spamming rewind. Thanks for pointing it out!
The rewind mechanic is a stretch, solely introduced to fit the theme. This is bad and I know it ^^' In previous comments I have mentioned the original idea and how it evolved to the final game. What it boils down to is that I liked the idea too much to start anew.
Your last point is exactly what it was supposed to be but I had to rush it and didn't have time to implement it :/ In case you wonder, each "level" of patience gives different amounts of points/patience at the end (1x for Patience, 10x for More Patience and 50x for Even More).
Thank you for playing!
As many here, I had to read the description to understand how it fitted the theme.
It's a good idea but it wasn't visually striking so I personally didn't notice it. But I think the main problem is that you didn't choose between grid movement and free movement. It looks like grid movement because of floor tiles and not being able to move diagonally but actually it is not (I had to go back and check when writing this because I actually thought it was...). Because of this, the collision boxes are really weird and you end getting stuck somewhere instants before a monster gets you.
Very nice idea, very well executed.
I loved the way the first level starts and the fact that you can actually rewind chrono guy out of the screen again.
From my point of view, what it is lacking is some polish but that has already been commented below (mostly regarding player movement), but that is easily understandable in a game jam. I actually find it hilarious that you have a super cool death animation but no walking one...
After reading a few of your comments on other games, I'm actually sorry to not have a more constructive comment to write :(
Good job and keep making games!
Very nice idea. I liked the story behind it. The graphics are simple but polished. Sound design is great.
Steventus has already said mostly what I think so I won't repeat it. But I want to emphasize his point on feedback to the player. For me that was the biggest issue. Sometimes destroying a turret would take two shots. Other times, it wouldn't die, no matter how much I shot. And honestly I have no idea why. It could be the bullet collision/ ray cast wasn't detected (a bug). It could be that the turret was armored from that side. Or was it invencible when the light was shining on them? If I had to bet I'd say it's the first option but I don't know, and I think that is the problem.
In any case, good job on your game! :)
The levels are really polished. The graphics are very good and the music matches the atmosphere perfectly. Overall a very well executed game which leaves me with not much to say...
However, I will nitpick, because that's what we are here for :)
That's about it. Good job on your game, I really enjoyed it.
While I really disliked the idea of going around killing people just because they want to talk to you (!?), I'll try and focus on what I found is the main problem, gameplay-wise.
I found that the best strategy was to never stop shooting and kill the enemies while they were out of view (or at least damage them good enough that you can kill them very fast once they appear). This leads to very poor gameplay. To solve it I would do one of two things:
Keep making games!
A very solid game, with potential for long game sessions.
I liked the gameplay and the art. Less so the music (good but too repetitive)
The critique I'll make is regarding user feedback (if you can call it that way). For the first ten clients or so, I was sure I had to go to give the cassette to them. It led to me frantically pressing E and F around them until the bubble went blue (which of course wasn't my doing but I had no idea...). A sound effect or a graphical feedback letting me know that pressing the buttons didn't do anything would have helped me :)
Good job on your entry!
Wow, thank you for the long and detailed feedback!
1) I'm glad you liked the sound design. I think this is one of my weakest points (along with game design) so it feels nice being validated :)
2) I'm actually quite proud of the art direction so I'm happy to know you liked it!
3) I completely agree with you about the theme (or lack thereof). The original idea was to have a simulation of your future life with the pet, and you could rewind at any time to see different paths. This was already at the limit of fitting the theme as I was worried it would be seen as a glorified "New game" option. In any case, several constraints (time and art, mostly) led to a deviation from this idea to the game we finally ended up making. Basically I liked the idea too much to scrap 2 or 3 days of work just because it didn't fit the theme very well :)
In the end, I justify the rewind mechanic as an abstract representation of training a puppy, as sometimes you need to "go back to basics" in order to teach him well.
In any case, I'm glad you enjoyed the game and thank you for playing!
It is a nice little game which is quite pleasant to play.
Overall I didn't really feel the need to use the rewind function, and found that avoiding the enemies was just faster.
Also, I didn't like that the player was so "floaty". It was hard to avoid projectiles once in the air. There is a GDC talk: Building a better jump, that gets into details of how to implement a, well, better jump.
Good job on your first game!
I liked that the theme was completely interpreted in an unexpected way. I also liked the fact that you could unlock another ending + the meta humour at the very end.
My criticism would be to slowly introduce the food and factories . As it stands, there are too many too soon and you don't have time to understand what anyone does. In the end I spammed the top left if i wanted Loud and the top right if I wanted Smelly. And it worked!
The original idea was to have an abstract dog training simulation. When training a dog, sometimes you have to go back to basics and if you do, the dog will be better trained in exchange of your patience. That's why I don't penalize "rewinds" or going back a level :)
Regarding the music and sounds, that is something I need to work on as I feel they are my weakest points...
Thank you for playing!